Level 14 - Ghosts of Perdition

Quest Giver: Bitany Devile in the northern Necropolis camp
Level: 14 Party
Patron: The Silver Flame (6/12/18)
Length:
Entry Point: Doomsphere’s Haunt in South Western Orchard of the Macabres
Prereqs: none
Recommended Party: 2 clerics, 2 casters, tank and 1 extra bard, cleric, caster, range or melee.
Base Experience:
Quest Info:
--Creatures: icebones, wraiths, wheeps, quells, ice mephits, ice flensers, Doomsphere the Red-Named, Lawful Good, Undead Beholder.
--Traps: falling floors

Walkthrough:

Enter in and buff up. Deathward and Resist Cold shouhld be at the top of the priority list. Then travel in and speak to the priests. They huddle onto the ice to show you how to break it. Just stand in the middle and boom.

Travel down the halls, clearing them of badguys. When you reach the icey floor, once again break it by huddling in the middle. On the next level down, again clear until you reach the big named wheep. Kill him and move the halls to the next big named wheep.

The two wheep brothers must be killed within about 30 seconds of one another. If they are not killed in that time vicinity, they will respawn. If necessary, split the group here to kill them both in a similar moment, then continue down.

Through the next hallway you will reach the Doomspheres chamber. You must break the warding on him by destroying the guardians and their statues. Attacking the statues will release the wraith guardians. You must kill the large named wraith and then shatter the statue. Firewall works great here. The repeat the process with the other statues.

If you still have power left, and you have access to a dimensional door, then save the shrine. Put on your featherfall item and gather next to the beholder to begin the fight. The floor drops out, and you cruise down to the next level where the Doomsphere is waiting. There are a few things to know about fighting the Doomsphere:

1- His rays are more brutal than your standard beholder, and many will bypass an optic nerve's protections. In particular are his chill touch (3d6 con dmg ray), his withering burn (damage over time necromancy spell), and his boneshatter (super speed reducer). His enervation ray is still blocked by the optic nerves and the silver flame talisman.

2- Though he is a beholder, his Abberation qualities are Over-Ridden by his Undead Status. In other words, use undead bane, not abberation bane.

3- He is immune to fire, cold and electricity, in addition to the other standard red-name and undead immunities.

4- He is Incorporeal

5- He is Lawful Good

Before you begin the assault on the Doomsphere, you need to decide if you are going for the optional chest, which contains the possible shield pieces. In order to get it, you must complete the optional of destroying all the extra spawns in each wave. If you decide to go for the optional chest, my recommendation is to do absolutely no damage to the beholder until the optional wave is cleared. Do this by using firewalls and perhaps solid fog around a portion of the outside of the room. Drag the extra bad guys into the fire, while avoiding eye rays as much as possible.

If you left the shrine un-used, then when power is drained use a dimensional door and have the whole party retreat and refill, then head back down the pit.

Once the optional is complete, or skipped, then unload all damage on the doomsphere. Force, disintigrate and acid all do good damage. As do postive energy spells and undead bane weapons. When he drops 20%, the floor will once again break, and the process will repeat.

There are a total of 4 waves you must complete to defeat the quest. If you complete the optional on all 4 waves, then you will get an additional chest from under the ice at the bottom. The optional chest has a chance to drop pieces of the shield.

End Reward: Standard reward choice